These armor special abilities are alldesigned for dragonhide armor–it doesn’tunbalance anything to allow them on otherarmors, but it’s not as much fun!
The helm of
takes the form of a dragon’s head.Once per day, on command, it discharges a breath weapon aack, as the
spell (APG). The eect is based on the typeof dragon used to create the armor. Thedamage of the breath weapon is determined by using the wearer’s HD as the spell’scaster level, and the save DC is equal to 14+ the armor wearer’s Constitution modier.Moderate evocation; CL 7th; Craft MagicArms and Armor,
: This armor retains some of thefear aura of the dragon it is made from. Ifyou make a full-aack action, score a criticalhit, or cast a spell of 1st level or higher youmay, as a swift action, make an Intimidatecheck to demoralize all foes within 60 feet.You may use this ability three times perday. You gain a competence bonus to allIntimidate checks made while wearing thearmor (including when using its demoralizeability) based on the level of
armorability (lesser = +5, moderate = +10, greater= +15).Moderate enchantment; CL 7th; CraftMagic Arms and Armor,
;Price: +6,000 gp (lesser), +17,250 gp(moderate), +36,000 gp (greater).
When you successfullyhit the same target with 2 or more meleeaacks in the same round, you may alsomake a single rend aack against that targetas a swift action. This is a slashing meleeaack that deals 1d8 damage plus one-half the wearer’s Strength bonus. The rendaack is considered magic for purposes ofpenetrating DR, but has no bonus to aackor damage rolls. You may use this ability upto ve times per day.Moderate transmutation; CL 5th; CraftMagic Arms and Armor,
greater magic fang
;Price: +7,500 gp.
This armor has a long tail built into it, in the style of the dragon fromwhich it is made, which coils and movesas though alive. The tail works to aid thewearer in numerous minor ways. Forlesser armor, it grants +1 to the numberof aacks of opportunity the wearer canpotentially take each round, and a +5 bonusto Acrobatics, Fly, or Swim checks (each suitof armor grants a bonus to only one of theseskills, determined randomly). For moderatewhiptail armor the bonuses are +2 aacks ofopportunity per round and a +10 competence bonus to the selected skill, and for greaterwhiptail armor +3 aacks of opportunityper round and a +15 competence bonus tothe skill.Strong transmutation; CL 11th; CraftMagic Arms and Armor,
form of the dragonI
Price: +6,000 gp (lesser), +17,250 gp(moderate), +36,000 gp (greater).
On command, this armor cansprout a set of draconican wings, allowingthe wearer to y as per the
spell. The wearer may y for up to sevenhours per day. This duration need not beused all at once, but it is expended in one-hour increments.Strong transmutation; CL 11th; CraftMagic Arms and Armor,
;Price: +33,000 gp.